using System;
using System.Buffers.Binary;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Runtime.InteropServices;
using Server.Compression;
namespace Server.Engines.Pathing.Cache;
///
/// Binary serializer and reader for the step cache, so a shard can warm-start instead of building
/// chunks on the first pathfind through each region. Opening a file reads only the header and chunk
/// index; a chunk record is seeked and inflated when the cache actually asks for it, which keeps
/// resident memory bounded by MaxResidentChunks no matter how large the file is.
///
/// File layout (little-endian, BufferWriter / BufferReader convention):
///
/// Header (40 bytes):
/// u32 Magic = 0x42575300 ('SWB\0')
/// u32 Version = FormatVersion
/// u32 MapId
/// u64 Fingerprint XxHash3 over tiledata.mul and the map's own .mul / .uop files.
/// Detects both a client patch that shifts tile flags and a map edit
/// that rewrites the terrain; see ComputeFingerprint. The .mul format
/// carries no CRC of its own, so hashing is the only way to catch either.
/// u64 BakeTimestamp DateTime.UtcNow.Ticks at write time. Informational.
/// u32 ChunkCount
/// u64 IndexOffset Where the index trailer begins.
///
/// Per chunk (ChunkCount times, variable size):
/// u32 UncompressedLen Size of the inflated record body below.
/// byte[] Payload The record body, libdeflate-compressed — or stored raw when
/// compression didn't shrink it, as happens with tiny Uniform
/// records. The reader tells the two apart by comparing the payload
/// length against UncompressedLen.
///
/// Record body (after inflate):
/// u16 ChunkX
/// u16 ChunkY
/// u32 BuiltMultisVersion Reserved, always 0 — chunks are static-only.
/// u8 Kind 0 = Full; 2 = Uniform
/// // Uniform (Kind == 2): ~28-byte record — all 256 cells share these single values:
/// byte walkMask, wetMask; sbyte sourceZ; sbyte walkZ_N..NW (8); sbyte swimZ_N..NW (8)
/// // Full (Kind == 0) body:
/// u8 HasStrata 0 = single-Z chunk (no strata trailer); 1 = strata trailer follows
/// u8 HasSwimLayer 0 = no shore cells (no swim trailer); 1 = swim trailer follows
/// u16 ZArrayMask bit d set => base directional Z array d is present below as a
/// residual[256] block; cleared => array equals its prediction and is
/// omitted (synthesized at read). bits 0-7 = WalkZ N..NW (predicted via
/// WalkMask), bits 8-15 = SwimZ N..NW (predicted via WetMask).
/// byte WalkMask[256]
/// byte WetMask[256]
/// sbyte SourceZ[256]
/// // For each d in 0..15 with ZArrayMask bit d set, in N,NE,E,SE,S,SW,W,NW order
/// // (walk arrays first, then swim):
/// sbyte residual_d[256] reconstruct: Z_d[c] = (mask bit set ? SourceZ[c] : 0) + residual_d[c]
/// // Swim layer trailer — only when HasSwimLayer == 1 (chunks containing shore cells):
/// sbyte SwimSourceZ[256] (NoSwimLayerCell sentinel = sbyte.MinValue)
/// byte SwimMask[256] (per-cell swim mask baked at SwimSourceZ)
/// sbyte SwimZN_Layer[256]..SwimZNW_Layer[256] (8 arrays, dest-Z at swim perspective)
/// // Strata trailer — only when HasStrata == 1:
/// u16 StrataOffsetByCell[256] (NoStrata sentinel = 0xFFFF)
/// u32 StrataDataLength
/// byte StrataData[StrataDataLength]
/// For each multi-Z cell: u8 stratumCount, then stratumCount × Stratum (19 bytes):
/// sbyte zCenter
/// byte walkMask, wetMask
/// sbyte walkZ_N..NW (8)
/// sbyte swimZ_N..NW (8)
///
/// Index trailer (8 × ChunkCount bytes), in record write order:
/// For each chunk: { u32 packedKey = (ChunkX << 16) | ChunkY, u32 recordLength }
/// The file offset is not stored — reconstructed as a cumulative sum of recordLength
/// starting at HeaderSize (the first record sits immediately after the header).
///
/// A chunk's fixed portion runs ~783 bytes, and each directional-Z array that survives prediction
/// adds 256 more, so a Full record lands between ~783 bytes and ~4 KB. The strata trailer adds
/// 516 bytes plus roughly 30 per multi-Z cell. LastTouchedTicks is deliberately not persisted —
/// LRU state means nothing across a restart.
///
/// Files below are treated as missing and overwritten on the
/// next save. The cache regenerates from the map data, so a format bump only costs a one-time
/// re-bake.
///
internal static class StepCacheFile
{
public const uint Magic = 0x42575300; // 'SWB\0'
public const uint FormatVersion = 9;
///
/// Oldest format this binary will load. Anything older is treated as missing rather than
/// migrated: the cache is fully regenerable from the map data, so a re-bake is always
/// available and always correct.
///
public const uint MinSupportedVersion = 9;
// Record discriminator. 1 is reserved.
private const byte KindFull = 0;
private const byte KindUniform = 2;
private const int HeaderSize =
sizeof(uint) // Magic
+ sizeof(uint) // Version
+ sizeof(uint) // MapId
+ sizeof(ulong) // Fingerprint
+ sizeof(ulong) // BakeTimestamp
+ sizeof(uint) // ChunkCount
+ sizeof(ulong); // IndexOffset
// One index entry: u32 packedKey ((chunkX << 16) | chunkY) + u32 recordLength. The file offset
// isn't stored — entries sit in record write order, so the reader rebuilds each offset as a
// running sum of the lengths before it, starting at HeaderSize.
private const int IndexEntryBytes = sizeof(uint) + sizeof(uint);
/// A chunk record minus its optional strata and swim trailers.
private const int BytesPerChunkBase =
sizeof(ushort) + sizeof(ushort) + sizeof(uint)
+ sizeof(byte) + sizeof(byte) + sizeof(byte) // Kind + HasStrata + HasSwimLayer
+ sizeof(ushort) // ZArrayMask
+ StepChunk.CellsPerChunk // WalkMask
+ StepChunk.CellsPerChunk // WetMask
+ StepChunk.CellsPerChunk // SourceZ
+ 8 * StepChunk.CellsPerChunk // WalkZ[8]
+ 8 * StepChunk.CellsPerChunk; // SwimZ[8]
///
/// Reads just a .swb file's fingerprint — 20 bytes, no chunk data. False if the file is
/// missing, isn't a .swb, or is a version this binary can't load.
///
public static bool TryReadFingerprint(string path, out ulong fingerprint)
{
fingerprint = 0;
if (!File.Exists(path))
{
return false;
}
try
{
using var stream = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read | FileShare.Delete);
Span buf = stackalloc byte[20];
if (stream.Read(buf) < 20)
{
return false;
}
if (BinaryPrimitives.ReadUInt32LittleEndian(buf) != Magic)
{
return false;
}
var version = BinaryPrimitives.ReadUInt32LittleEndian(buf[4..]);
if (version < MinSupportedVersion || version > FormatVersion)
{
return false;
}
// mapId is at buf[8..12], we skip; hash is at buf[12..20].
fingerprint = BinaryPrimitives.ReadUInt64LittleEndian(buf[12..]);
return true;
}
catch
{
return false;
}
}
///
/// Hashes the inputs a bake depends on: tiledata.mul and the map's own .mul / .uop
/// files. A file carrying a stale hash is refused at open time, which is what catches a client
/// patch that shifts tile flags or a map editor that rewrites the terrain. Neither format has a
/// CRC of its own, so hashing is the only signal available.
///
/// This must hash the FILES, never the in-memory /
/// . The server patches those tables at runtime (ItemFixes,
/// LOSBlocker, PotionKeg, CTF), so a hash of the live tables changes depending on when it is
/// taken — useless as a fingerprint. Those server-side patches apply identically every boot and
/// deliberately do NOT invalidate the cache; if you change one, run [PathCacheClear or bump
/// yourself.
///
public static ulong ComputeFingerprint(int mapId)
{
var hasher = HashUtility.CreateXxHash3();
Span tileDataBytes = stackalloc byte[sizeof(ulong)];
BinaryPrimitives.WriteUInt64LittleEndian(tileDataBytes, TileDataFileFingerprint());
hasher.Append(tileDataBytes);
// TileMatrix already streamed the map files through XxHash3 when it was built; reuse that
// rather than re-reading them.
var map = Map.Maps[mapId];
if (map != null && map != Map.Internal && map.Tiles != null)
{
Span mapHashBytes = stackalloc byte[sizeof(ulong)];
BinaryPrimitives.WriteUInt64LittleEndian(mapHashBytes, map.Tiles.MapFilesFingerprint);
hasher.Append(mapHashBytes);
}
return hasher.GetCurrentHashAsUInt64();
}
private static ulong _tileDataFileFingerprint;
private static bool _tileDataFileFingerprintComputed;
///
/// XxHash3 of the raw tiledata.mul bytes, computed once — the file can't change while
/// the server runs. Returns 0 when the file is absent, which only happens in stripped test
/// hosts; a real server can't boot without it, and 0 is a fine deterministic stand-in.
///
private static ulong TileDataFileFingerprint()
{
if (_tileDataFileFingerprintComputed)
{
return _tileDataFileFingerprint;
}
var path = Core.FindDataFile("tiledata.mul", false);
if (path != null)
{
using var fs = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read);
var hasher = HashUtility.CreateXxHash3();
hasher.Append(fs);
_tileDataFileFingerprint = hasher.GetCurrentHashAsUInt64();
}
_tileDataFileFingerprintComputed = true;
return _tileDataFileFingerprint;
}
///
/// Writes the map's chunks to : header, then one record per chunk, then
/// the index trailer. IndexOffset isn't known until the records are down, so it goes in as a
/// placeholder and gets patched by seeking back to it.
///
public static void Write(string path, uint mapId, ReadOnlySpan<(int chunkX, int chunkY, StepChunk chunk)> chunks)
{
Directory.CreateDirectory(Path.GetDirectoryName(path) ?? ".");
// A rough estimate: the base record plus a small strata budget per chunk. Coastline chunks
// run ~2.5 KB over it for their swim layer, but they're a small share of any map, and the
// writer grows on overflow — under-estimating costs a few reallocs during a bake, nothing more.
var capacity = HeaderSize + (BytesPerChunkBase + 256 + IndexEntryBytes) * chunks.Length;
var w = new BufferWriter(new byte[capacity], prefixStr: false);
w.Write(Magic);
w.Write(FormatVersion);
w.Write(mapId);
w.Write(ComputeFingerprint((int)mapId));
w.Write((ulong)DateTime.UtcNow.Ticks);
w.Write((uint)chunks.Length);
var indexOffsetPosition = w.Position;
w.Write(0UL); // patched below, once the records are written and the index position is known
// Each record is built into recordScratch, compressed into compScratch, then framed as
// [u32 uncompressedLen][payload].
var packer = Deflate.Maximum;
var recordScratch = new byte[BytesPerChunkBase + 1024];
var compScratch = new byte[packer.MaxPackSize(recordScratch.Length)];
// Record lengths only — the index stores no offsets, so the reader rebuilds them by
// summing these in order.
var lengths = new uint[chunks.Length];
for (var i = 0; i < chunks.Length; i++)
{
var (chunkX, chunkY, chunk) = chunks[i];
var start = w.Position;
WriteChunk(w, chunkX, chunkY, chunk, packer, ref recordScratch, ref compScratch);
lengths[i] = (uint)(w.Position - start);
}
var indexOffset = (ulong)w.Position;
for (var i = 0; i < chunks.Length; i++)
{
var (chunkX, chunkY, _) = chunks[i];
w.Write((uint)((chunkX & 0xFFFF) << 16 | chunkY & 0xFFFF));
w.Write(lengths[i]);
}
var totalBytes = (int)w.Position;
w.Seek(indexOffsetPosition, SeekOrigin.Begin);
w.Write(indexOffset);
// w.Buffer, not the array handed to the constructor: BufferWriter reallocates on growth,
// which leaves that original reference pointing at a stale array.
File.WriteAllBytes(path, w.Buffer.AsSpan(0, totalBytes).ToArray());
}
///
/// Opens a .swb file, reading only its header and chunk index. Null if the file is missing,
/// isn't a loadable .swb, or is a stale bake whose fingerprint no longer matches the live tile
/// and map data. The caller owns the returned reader.
///
public static LazyReader OpenForLazy(string path)
{
if (!File.Exists(path))
{
return null;
}
FileStream stream = null;
try
{
stream = new FileStream(
path,
FileMode.Open,
FileAccess.Read,
FileShare.Read | FileShare.Delete
);
Span headerBuf = stackalloc byte[HeaderSize];
if (stream.Read(headerBuf) != HeaderSize)
{
stream.Dispose();
return null;
}
var magic = BinaryPrimitives.ReadUInt32LittleEndian(headerBuf);
if (magic != Magic)
{
stream.Dispose();
return null;
}
var version = BinaryPrimitives.ReadUInt32LittleEndian(headerBuf[4..]);
if (version < MinSupportedVersion || version > FormatVersion)
{
stream.Dispose();
return null;
}
var mapId = BinaryPrimitives.ReadUInt32LittleEndian(headerBuf[8..]);
var fingerprint = BinaryPrimitives.ReadUInt64LittleEndian(headerBuf[12..]);
var bakeTimestamp = BinaryPrimitives.ReadUInt64LittleEndian(headerBuf[20..]);
var chunkCount = BinaryPrimitives.ReadUInt32LittleEndian(headerBuf[28..]);
var indexOffset = BinaryPrimitives.ReadUInt64LittleEndian(headerBuf[32..]);
if (fingerprint != ComputeFingerprint((int)mapId))
{
stream.Dispose();
return null;
}
// Pull the whole index in one read.
var indexBytes = (int)chunkCount * IndexEntryBytes;
var indexBuf = new byte[indexBytes];
stream.Position = (long)indexOffset;
if (stream.Read(indexBuf, 0, indexBytes) != indexBytes)
{
stream.Dispose();
return null;
}
// Entries are in record write order and carry no offset, so rebuild each one as a
// running sum of the record lengths, starting just past the header.
var offsets = new Dictionary((int)chunkCount);
var runningOffset = (ulong)HeaderSize;
for (var i = 0; i < chunkCount; i++)
{
var entry = indexBuf.AsSpan(i * IndexEntryBytes);
var packedKey = BinaryPrimitives.ReadUInt32LittleEndian(entry);
var len = BinaryPrimitives.ReadUInt32LittleEndian(entry[4..]);
var key = PackChunkKey((int)(packedKey >> 16), (int)(packedKey & 0xFFFF));
offsets[key] = (runningOffset, len);
runningOffset += len;
}
return new LazyReader(stream, mapId, fingerprint, bakeTimestamp, chunkCount, offsets);
}
catch
{
stream?.Dispose();
return null;
}
}
private static ulong PackChunkKey(int chunkX, int chunkY) => ((ulong)(uint)chunkX << 32) | (uint)chunkY;
///
/// Guesses a cell's destination Z for one direction: on flat ground a step lands at the Z you
/// left from, so predict SourceZ where the direction is passable and 0 where it isn't. The
/// zero matches the baker, which only writes a slot on a successful step and leaves the rest
/// cleared. Most terrain is flat, so most predictions are exact and most residuals are 0 —
/// which is what makes the residual arrays compress away to nothing.
///
internal static sbyte Predict(byte dirMaskByte, int bit, sbyte sourceZ) =>
(dirMaskByte >> bit & 1) != 0 ? sourceZ : (sbyte)0;
///
/// A destination Z's difference from its prediction. Wraps deliberately: two's-complement
/// round-trips exactly for every sbyte input, so no value range is off-limits.
///
internal static sbyte EncodeResidual(sbyte z, sbyte predict) => unchecked((sbyte)(z - predict));
/// Inverse of .
internal static sbyte DecodeZ(sbyte predict, sbyte residual) => unchecked((sbyte)(predict + residual));
///
/// The destination-Z array for direction index d, in the canonical order the format stores them:
/// walk N..NW as 0-7, then swim N..NW as 8-15.
///
private static sbyte[] GetBaseZArray(StepChunk c, int d) => d switch
{
0 => c.WalkZN, 1 => c.WalkZNE, 2 => c.WalkZE, 3 => c.WalkZSE,
4 => c.WalkZS, 5 => c.WalkZSW, 6 => c.WalkZW, 7 => c.WalkZNW,
8 => c.SwimZN, 9 => c.SwimZNE, 10 => c.SwimZE, 11 => c.SwimZSE,
12 => c.SwimZS, 13 => c.SwimZSW, 14 => c.SwimZW, 15 => c.SwimZNW,
_ => throw new ArgumentOutOfRangeException(nameof(d))
};
///
/// Builds one chunk's record, compresses it, and frames it as [u32 uncompressedLen][payload].
/// When compression fails to shrink the record — as it does on the tiny Uniform ones — the raw
/// record is stored instead, and the reader tells the two apart by payload length.
///
private static void WriteChunk(
BufferWriter w, int chunkX, int chunkY, StepChunk chunk,
LibDeflateBinding packer, ref byte[] recordScratch, ref byte[] compScratch
)
{
var rw = new BufferWriter(recordScratch, prefixStr: false);
BuildRecord(rw, chunkX, chunkY, chunk);
recordScratch = rw.Buffer; // may have grown; hold onto the larger buffer for the next chunk
var recordLen = (int)rw.Position;
var bound = packer.MaxPackSize(recordLen);
if (compScratch.Length < bound)
{
compScratch = new byte[bound];
}
var compLen = packer.Pack(compScratch, recordScratch.AsSpan(0, recordLen));
w.Write((uint)recordLen);
if (compLen > 0 && compLen < recordLen)
{
w.Write(compScratch.AsSpan(0, compLen));
}
else
{
// Compression didn't help, so store the record raw. Payload length == uncompressedLen
// is how the reader recognizes that.
w.Write(recordScratch.AsSpan(0, recordLen));
}
}
private static void BuildRecord(BufferWriter w, int chunkX, int chunkY, StepChunk chunk)
{
w.Write((ushort)chunkX);
w.Write((ushort)chunkY);
w.Write((uint)chunk.BuiltMultisVersion);
// A uniform chunk — every cell identical — collapses to one cell's worth of data, ~28 bytes.
// Open water and solid rock make up a lot of a map, so this is worth the branch.
if (chunk.IsUniform())
{
w.Write(KindUniform);
w.Write(chunk.WalkMask[0]);
w.Write(chunk.WetMask[0]);
w.Write((byte)chunk.SourceZ[0]);
w.Write((byte)chunk.WalkZN[0]);
w.Write((byte)chunk.WalkZNE[0]);
w.Write((byte)chunk.WalkZE[0]);
w.Write((byte)chunk.WalkZSE[0]);
w.Write((byte)chunk.WalkZS[0]);
w.Write((byte)chunk.WalkZSW[0]);
w.Write((byte)chunk.WalkZW[0]);
w.Write((byte)chunk.WalkZNW[0]);
w.Write((byte)chunk.SwimZN[0]);
w.Write((byte)chunk.SwimZNE[0]);
w.Write((byte)chunk.SwimZE[0]);
w.Write((byte)chunk.SwimZSE[0]);
w.Write((byte)chunk.SwimZS[0]);
w.Write((byte)chunk.SwimZSW[0]);
w.Write((byte)chunk.SwimZW[0]);
w.Write((byte)chunk.SwimZNW[0]);
return;
}
w.Write(KindFull);
var strataOffsetByCell = chunk.GetStrataOffsetByCellForSerialization();
var strataData = chunk.GetStrataDataForSerialization();
var hasStrata = strataOffsetByCell != null;
var hasSwimLayer = chunk.HasSwimLayer;
w.Write((byte)(hasStrata ? 1 : 0));
w.Write((byte)(hasSwimLayer ? 1 : 0));
// Each destination-Z array is stored as residuals against its prediction (see Predict). An
// array that matches its prediction everywhere — the common case on flat terrain — is
// omitted entirely, and its ZArrayMask bit stays clear so the reader synthesizes it.
ushort zArrayMask = 0;
for (var d = 0; d < 16; d++)
{
var z = GetBaseZArray(chunk, d);
var dirMask = d < 8 ? chunk.WalkMask : chunk.WetMask;
var bit = d & 7;
for (var cell = 0; cell < StepChunk.CellsPerChunk; cell++)
{
if (z[cell] != Predict(dirMask[cell], bit, chunk.SourceZ[cell]))
{
zArrayMask |= (ushort)(1 << d);
break;
}
}
}
w.Write(zArrayMask);
w.Write(chunk.WalkMask);
w.Write(chunk.WetMask);
WriteSBytes(w, chunk.SourceZ);
Span residual = stackalloc sbyte[StepChunk.CellsPerChunk];
for (var d = 0; d < 16; d++)
{
if ((zArrayMask >> d & 1) == 0)
{
continue;
}
var z = GetBaseZArray(chunk, d);
var dirMask = d < 8 ? chunk.WalkMask : chunk.WetMask;
var bit = d & 7;
for (var cell = 0; cell < StepChunk.CellsPerChunk; cell++)
{
residual[cell] = EncodeResidual(z[cell], Predict(dirMask[cell], bit, chunk.SourceZ[cell]));
}
w.Write(MemoryMarshal.Cast(residual));
}
if (hasSwimLayer)
{
WriteSBytes(w, chunk.SwimSourceZ);
w.Write(chunk.SwimMask);
WriteSBytes(w, chunk.SwimZN_Layer);
WriteSBytes(w, chunk.SwimZNE_Layer);
WriteSBytes(w, chunk.SwimZE_Layer);
WriteSBytes(w, chunk.SwimZSE_Layer);
WriteSBytes(w, chunk.SwimZS_Layer);
WriteSBytes(w, chunk.SwimZSW_Layer);
WriteSBytes(w, chunk.SwimZW_Layer);
WriteSBytes(w, chunk.SwimZNW_Layer);
}
if (hasStrata)
{
for (var i = 0; i < StepChunk.CellsPerChunk; i++)
{
w.Write(strataOffsetByCell[i]);
}
var dataLen = (uint)(strataData?.Length ?? 0);
w.Write(dataLen);
if (dataLen > 0)
{
w.Write(strataData);
}
}
}
private static StepChunk ReadChunk(byte[] buffer)
{
var r = new BufferReader(buffer);
// ChunkX + ChunkY — already known from the index lookup that got us here.
r.ReadUShort();
r.ReadUShort();
var multisVersion = (int)r.ReadUInt();
var kind = r.ReadByte();
var chunk = new StepChunk { BuiltMultisVersion = multisVersion };
if (kind == KindUniform) // one cell's values, broadcast to all 256
{
Array.Fill(chunk.WalkMask, r.ReadByte());
Array.Fill(chunk.WetMask, r.ReadByte());
Array.Fill(chunk.SourceZ, (sbyte)r.ReadByte());
Array.Fill(chunk.WalkZN, (sbyte)r.ReadByte());
Array.Fill(chunk.WalkZNE, (sbyte)r.ReadByte());
Array.Fill(chunk.WalkZE, (sbyte)r.ReadByte());
Array.Fill(chunk.WalkZSE, (sbyte)r.ReadByte());
Array.Fill(chunk.WalkZS, (sbyte)r.ReadByte());
Array.Fill(chunk.WalkZSW, (sbyte)r.ReadByte());
Array.Fill(chunk.WalkZW, (sbyte)r.ReadByte());
Array.Fill(chunk.WalkZNW, (sbyte)r.ReadByte());
Array.Fill(chunk.SwimZN, (sbyte)r.ReadByte());
Array.Fill(chunk.SwimZNE, (sbyte)r.ReadByte());
Array.Fill(chunk.SwimZE, (sbyte)r.ReadByte());
Array.Fill(chunk.SwimZSE, (sbyte)r.ReadByte());
Array.Fill(chunk.SwimZS, (sbyte)r.ReadByte());
Array.Fill(chunk.SwimZSW, (sbyte)r.ReadByte());
Array.Fill(chunk.SwimZW, (sbyte)r.ReadByte());
Array.Fill(chunk.SwimZNW, (sbyte)r.ReadByte());
return chunk;
}
var hasStrata = r.ReadByte() != 0;
var hasSwimLayer = r.ReadByte() != 0;
var zArrayMask = r.ReadUShort();
r.Read(chunk.WalkMask);
r.Read(chunk.WetMask);
ReadSBytes(r, chunk.SourceZ);
// Inverse of the write path: a stored array carries residuals to add back to the
// prediction, an omitted one IS the prediction.
Span residual = stackalloc sbyte[StepChunk.CellsPerChunk];
for (var d = 0; d < 16; d++)
{
var z = GetBaseZArray(chunk, d);
var dirMask = d < 8 ? chunk.WalkMask : chunk.WetMask;
var bit = d & 7;
if ((zArrayMask >> d & 1) != 0)
{
r.Read(MemoryMarshal.Cast(residual));
for (var cell = 0; cell < StepChunk.CellsPerChunk; cell++)
{
z[cell] = DecodeZ(Predict(dirMask[cell], bit, chunk.SourceZ[cell]), residual[cell]);
}
}
else
{
for (var cell = 0; cell < StepChunk.CellsPerChunk; cell++)
{
z[cell] = Predict(dirMask[cell], bit, chunk.SourceZ[cell]);
}
}
}
if (hasSwimLayer)
{
chunk.AllocateSwimLayer();
ReadSBytes(r, chunk.SwimSourceZ);
r.Read(chunk.SwimMask);
ReadSBytes(r, chunk.SwimZN_Layer);
ReadSBytes(r, chunk.SwimZNE_Layer);
ReadSBytes(r, chunk.SwimZE_Layer);
ReadSBytes(r, chunk.SwimZSE_Layer);
ReadSBytes(r, chunk.SwimZS_Layer);
ReadSBytes(r, chunk.SwimZSW_Layer);
ReadSBytes(r, chunk.SwimZW_Layer);
ReadSBytes(r, chunk.SwimZNW_Layer);
}
if (hasStrata)
{
var offsets = new ushort[StepChunk.CellsPerChunk];
for (var i = 0; i < offsets.Length; i++)
{
offsets[i] = r.ReadUShort();
}
var dataLen = (int)r.ReadUInt();
var data = new byte[dataLen];
if (dataLen > 0)
{
r.Read(data);
}
chunk.SetStrata(offsets, data);
}
return chunk;
}
private static void WriteSBytes(BufferWriter w, sbyte[] arr) =>
w.Write(MemoryMarshal.Cast(arr.AsSpan()));
private static void ReadSBytes(BufferReader r, sbyte[] arr) =>
r.Read(MemoryMarshal.Cast(arr.AsSpan()));
///
/// An open .swb file: the stream plus the chunk index. Only the records actually asked for are
/// ever read or inflated. Dispose releases the stream.
///
internal sealed class LazyReader : IDisposable
{
private FileStream _stream;
private readonly Dictionary _offsets;
private byte[] _buffer; // the raw framed record as it sits on disk
private byte[] _bodyBuffer; // that record, inflated, ready for ReadChunk
public uint MapId { get; }
public ulong Fingerprint { get; }
public ulong BakeTimestamp { get; }
public uint ChunkCount { get; }
public int IndexedChunkCount => _offsets.Count;
public bool Has(int chunkX, int chunkY) => _offsets.ContainsKey(PackChunkKey(chunkX, chunkY));
/// Every (chunkX, chunkY) the file holds. Used to preload the whole file.
public IEnumerable<(int chunkX, int chunkY)> EnumerateChunkCoords()
{
foreach (var key in _offsets.Keys)
{
yield return ((int)(key >> 32), (int)(key & 0xFFFFFFFF));
}
}
internal LazyReader(
FileStream stream, uint mapId, ulong fingerprint, ulong bakeTimestamp,
uint chunkCount, Dictionary offsets
)
{
_stream = stream;
MapId = mapId;
Fingerprint = fingerprint;
BakeTimestamp = bakeTimestamp;
ChunkCount = chunkCount;
_offsets = offsets;
_buffer = new byte[BytesPerChunkBase];
_bodyBuffer = new byte[BytesPerChunkBase];
}
///
/// Reads one chunk from the file, or null if the file has no record for it. One seek and
/// one read, sized to the record's indexed length.
///
public StepChunk TryReadChunk(int chunkX, int chunkY)
{
if (_stream == null)
{
return null;
}
var key = PackChunkKey(chunkX, chunkY);
if (!_offsets.TryGetValue(key, out var entry))
{
return null;
}
if (entry.length > _buffer.Length)
{
_buffer = new byte[entry.length];
}
_stream.Position = (long)entry.offset;
var read = _stream.Read(_buffer, 0, (int)entry.length);
if (read < (int)entry.length || entry.length < sizeof(uint))
{
return null;
}
// [u32 uncompressedLen][payload], where the payload is compressed unless its length
// already equals uncompressedLen — then it was stored raw.
var uncompressedLen = (int)BinaryPrimitives.ReadUInt32LittleEndian(_buffer);
var payloadLen = (int)entry.length - sizeof(uint);
if (_bodyBuffer.Length < uncompressedLen)
{
_bodyBuffer = new byte[uncompressedLen];
}
if (payloadLen == uncompressedLen)
{
Array.Copy(_buffer, sizeof(uint), _bodyBuffer, 0, uncompressedLen);
}
else
{
// Deflate.Standard, not .Maximum: the level only affects packing, and inflate has
// to accept whatever the writer produced regardless.
var result = Deflate.Standard.Unpack(
_bodyBuffer.AsSpan(0, uncompressedLen),
_buffer.AsSpan(sizeof(uint), payloadLen),
out var produced
);
if (result != LibDeflateResult.Success || produced != uncompressedLen)
{
return null;
}
}
return ReadChunk(_bodyBuffer);
}
public void Dispose()
{
_stream?.Dispose();
_stream = null;
_buffer = null;
_bodyBuffer = null;
}
}
}